了解社交游戏化的失败:用户疲劳的视角

IF 5.9 3区 管理学 Q1 BUSINESS
Hualong Yang , Le Wang , Zhibin Hu , Dan Li
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引用次数: 0

摘要

社交游戏化设计已被广泛应用于各行各业,以提高用户参与度。虽然社交游戏化设计在一定程度上有助于塑造用户行为,但这种设计机制对用户有很大的负面影响。很少有研究探讨社交游戏化与用户疲劳之间的关系。为了填补这一研究空白,我们基于压力和应对的交易理论构建了一个实证研究模型,探讨了社交游戏化对用户心理压力(声誉维护担忧和害怕错过)和疲劳的影响,以及玩家类型(成就者和社交者)在这一过程中的调节作用。为了验证我们的研究假设,我们通过问卷调查收集了 450 名用户的信息。实证结果显示,社交游戏化的竞争性和互动性与声誉维护关注正相关,而声誉维护关注与害怕错过和用户疲劳正相关。此外,我们的研究还发现,作为一个成功者,可以正向调节竞争、声誉维护担忧和害怕错过之间的关系,而作为一个社交者,可以正向调节互动性、声誉维护担忧和害怕错过之间的关系。我们的研究结果有助于理解社交游戏化设计的负面影响,并为有关社交游戏化和用户疲劳的文献做出了贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Understanding the failing of social gamification: A perspective of user fatigue

Social gamification design has been widely used in various industries to enhance user engagement. Although social gamification design can help to shape user behavior to some extent, this design mechanism has significant negative effects on users. Few studies have explored the relationship between social gamification and user fatigue. To fill this research gap, we constructed an empirical research model based on the transactional theory of stress and coping and explored the impact of social gamification on users’ psychological stress (reputation maintenance concern and fear of missing out) and fatigue, as well as the moderating effects of player type (achievers and socializers) in this process. To test our research hypotheses, we collected information from 450 users via a questionnaire. The empirical results reveal that social gamification competition and interactivity are positively associated with reputation maintenance concern, which is positively related to fear of missing out and user fatigue. Additionally, our research determined that being an achiever positively moderates the relationships between competition, reputation maintenance concern, and fear of missing out, while being a socializer positively moderates the relationships between interactivity, reputation maintenance concern, and fear of missing out. Our results are helpful in understanding the negative effects of social gamification design and contribute to the literature on social gamification and user fatigue.

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来源期刊
Electronic Commerce Research and Applications
Electronic Commerce Research and Applications 工程技术-计算机:跨学科应用
CiteScore
10.10
自引率
8.30%
发文量
97
审稿时长
63 days
期刊介绍: Electronic Commerce Research and Applications aims to create and disseminate enduring knowledge for the fast-changing e-commerce environment. A major dilemma in e-commerce research is how to achieve a balance between the currency and the life span of knowledge. Electronic Commerce Research and Applications will contribute to the establishment of a research community to create the knowledge, technology, theory, and applications for the development of electronic commerce. This is targeted at the intersection of technological potential and business aims.
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